• Digital 3D Art v6
    4,999 replies, posted
Is it for realtime? If not, the texture looks rather lowres
[QUOTE=johan_sm;26884713]Is it for realtime? If not, the texture looks rather lowres[/QUOTE] The current brick texture is just a placeholder until I decide if I want to make my own or find a better one. The material was very quickly set up, I didn't do much in the way of managing how the texture repeats, which I'll do when I finish modeling and layout the UVs for the building.
What's with the terrible aliasing?
yes! please add some AA!
My first Maya project that wasn't simply messing around with polygons or ncloth :D [img]http://img833.imageshack.us/img833/2483/deadmau5mayabritishfrog.png[/img] Personally, dead pleased with the results.
[QUOTE=BritishFrog;26889171]dead pleased[/QUOTE] pun?
[QUOTE=tarkata14;26883482]Again with another update before I leave school: [img_thumb]http://www.cubeupload.com/files/192ffachic4.png[/img_thumb] [B]EDIT: [/B]Sorry for the double post, damn automerge. Anyways, I added simple interior rooms, updated the lighting, messed with some materials, (If you look the brick material is quite cruddy looking, I've yet to UV the building), and made the view closer to the reference for better comparison.[/QUOTE] The bricks are way too big, make them at least twice as small. And yeah, uv stretching in the bottom but I presume that isn't the final unwrap?
[QUOTE=PLing;26898181]The bricks are way too big, make them at least twice as small. And yeah, uv stretching in the bottom but I presume that isn't the final unwrap?[/QUOTE] i'd presume it isn't the final unwrap, as it's not uv'd yet [QUOTE=tarkata14;26883482]Again with another update before I leave school: [B]EDIT: [/B]Sorry for the double post, damn automerge. Anyways, I added simple interior rooms, updated the lighting, messed with some materials, [b](If you look the brick material is quite cruddy looking, I've yet to UV the building)[/b], and made the view closer to the reference for better comparison.[/QUOTE]
Is it possible to like save some kind of cache or calculations? So like: I have a table in middle of room , takes 2 hours to render. I want to make video with about 5000 frames. Do I really need to wait 10000 hours? Or ist here a way so it first renders 2 hours in first frame then just uses previous light calculations and renders faster?
I'm pretty sure that you can save the final gather calculations in mental ray, but apart from that, you have to wait much longer. That is why professionals use render farms, they can consist of 2 computers or hundreds, depending on your budget.
Another thing you could try is baking the lighting, AO, shadows, and whatever else to textures, therefor saving you the calculation times for each frames. This won't work for moving objects however.
In most render programs, there are functions to save the calculated light and such. What are you using? Vray? Mentalray? Tell us.
[QUOTE=arleitiss;26904067]Is it possible to like save some kind of cache or calculations? So like: I have a table in middle of room , takes 2 hours to render. I want to make video with about 5000 frames. Do I really need to wait 10000 hours? Or ist here a way so it first renders 2 hours in first frame then just uses previous light calculations and renders faster?[/QUOTE] Depends on what you're doing. A static flythrough? Just save GI or even bake all lights. If it's more dynamic, it gets harder.
Update: [IMG]http://www.cubeupload.com/files/6c245fchic5final.png[/IMG] Wire: [img_thumb]http://www.cubeupload.com/files/6cdd4chicwire.png[/img_thumb] I kinda fucked up on the brick texture in that render, I've since fixed it.
So what changed?
[QUOTE=johan_sm;26905845]So what changed?[/QUOTE] Added a door, changed the hdri, fixed some materials, added AA.
Bricks look rotated.
[QUOTE=ferdam;26909116]Bricks look rotated.[/QUOTE] There's no uv, so it's not a surprise
I use Vray. And it's basically animation of previous posted gifts I showed. Except in animation they are kinda like opening and dissapearing. So basically mostly it will be camera movement and lids coming off presents.
[QUOTE=johan_sm;26909322]There's no uv, so it's not a surprise[/QUOTE] Box mapping FTW for non-realtime assets.
The scene renders [I]much [/I]faster on my rig compared to my schools computers. [img]http://www.cubeupload.com/files/35f472chic6.png[/img]
Just tossed this together today. [IMG]http://i150.photobucket.com/albums/s117/Pythagoras64/shelter_render-1.jpg[/IMG] I think I'm going to use it for an even bigger project eventually. Also I've been working on this on and off today [IMG]http://i150.photobucket.com/albums/s117/Pythagoras64/building_render_01.jpg[/IMG] [IMG]http://i150.photobucket.com/albums/s117/Pythagoras64/building_render_03.jpg[/IMG] Still needs more details, like some railings on the ramp and front steps, and textures.
The bench looks kinda wrong
[QUOTE=johan_sm;26944749]The bench looks kinda wrong[/QUOTE] How so? Is it too thin? I'm not too happy with it either, I think I'll just redo it.
[QUOTE=Pythagoras;26944785]How so? Is it too thin? I'm not too happy with it either, I think I'll just redo it.[/QUOTE] Probably just me because I've never seen such benches at bus stops.
I based it on the local bus shelters in my city. They're some fancy ergonomic plastic bench. [URL]http://rickmc.files.wordpress.com/2008/11/calgary-transit-shelter.jpg?w=622&h=430[/URL] Pretty bad picture but you can see it. I agree though, if you've never seen a bench like that it does look pretty odd.
Metro turns pink? Isn't that kinda gay?
[QUOTE=johan_sm;26945519]Metro turns pink? Isn't that kinda gay?[/QUOTE] I think it was some sort of breast cancer awareness campaign. Or Metro news is full of queers who knows.
Trying to get into more professional-like stuff, rough modeled a CZ 805s: [img]http://dl.dropbox.com/u/10228890/cz.png[/img] Wireframe(Projected, also, quads ahoy!): [img]http://dl.dropbox.com/u/10228890/czwire.png[/img] Also I only had a side reference, tried the best I could to approximate depth.
Wait so you didn't even grab another image? It feels [I]really[/I] cardboard-cutout like
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